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📄 m_tank.c

📁 著名游戏quake2原代码最新版本(vc6.0可以编译的)
💻 C
📖 第 1 页 / 共 2 页
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	ai_charge, -1,	NULL,
	ai_charge, -2,	NULL,
	ai_charge, -1,	NULL,
	ai_charge, -1,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,		// 10
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster			// 16
};
mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};

mframe_t tank_frames_reattack_blast [] =
{
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	TankBlaster			// 16
};
mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};

mframe_t tank_frames_attack_post_blast [] =	
{
	ai_move, 0,		NULL,				// 17
	ai_move, 0,		NULL,
	ai_move, 2,		NULL,
	ai_move, 3,		NULL,
	ai_move, 2,		NULL,
	ai_move, -2,	tank_footstep		// 22
};
mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};

void tank_reattack_blaster (edict_t *self)
{
	if (skill->value >= 2)
		if (visible (self, self->enemy))
			if (self->enemy->health > 0)
				if (random() <= 0.6)
				{
					self->monsterinfo.currentmove = &tank_move_reattack_blast;
					return;
				}
	self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}


void tank_poststrike (edict_t *self)
{
	self->enemy = NULL;
	tank_run (self);
}

mframe_t tank_frames_attack_strike [] =
{
	ai_move, 3,   NULL,
	ai_move, 2,   NULL,
	ai_move, 2,   NULL,
	ai_move, 1,   NULL,
	ai_move, 6,   NULL,
	ai_move, 7,   NULL,
	ai_move, 9,   tank_footstep,
	ai_move, 2,   NULL,
	ai_move, 1,   NULL,
	ai_move, 2,   NULL,
	ai_move, 2,   tank_footstep,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -2,  NULL,
	ai_move, -2,  NULL,
	ai_move, 0,   tank_windup,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   TankStrike,
	ai_move, 0,   NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, -3,  NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -2,  NULL,
	ai_move, -3,  NULL,
	ai_move, -2,  tank_footstep
};
mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};

mframe_t tank_frames_attack_pre_rocket [] =
{
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 10

	ai_charge, 0,  NULL,
	ai_charge, 1,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 7,  NULL,
	ai_charge, 7,  NULL,
	ai_charge, 7,  tank_footstep,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 20

	ai_charge, -3, NULL
};
mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};

mframe_t tank_frames_attack_fire_rocket [] =
{
	ai_charge, -3, NULL,			// Loop Start	22 
	ai_charge, 0,  NULL,
	ai_charge, 0,  TankRocket,		// 24
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  TankRocket,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, -1, TankRocket		// 30	Loop End
};
mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};

mframe_t tank_frames_attack_post_rocket [] =
{	
	ai_charge, 0,  NULL,			// 31
	ai_charge, -1, NULL,
	ai_charge, -1, NULL,
	ai_charge, 0,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 3,  NULL,
	ai_charge, 4,  NULL,
	ai_charge, 2,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 40

	ai_charge, 0,  NULL,
	ai_charge, -9, NULL,
	ai_charge, -8, NULL,
	ai_charge, -7, NULL,
	ai_charge, -1, NULL,
	ai_charge, -1, tank_footstep,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,			// 50

	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL
};
mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};

mframe_t tank_frames_attack_chain [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	NULL,      0, TankMachineGun,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};

void tank_refire_rocket (edict_t *self)
{
	// Only on hard or nightmare
	if ( skill->value >= 2 )
		if (self->enemy->health > 0)
			if (visible(self, self->enemy) )
				if (random() <= 0.4)
				{
					self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
					return;
				}
	self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}

void tank_doattack_rocket (edict_t *self)
{
	self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
}

void tank_attack(edict_t *self)
{
	vec3_t	vec;
	float	range;
	float	r;

	if (self->enemy->health < 0)
	{
		self->monsterinfo.currentmove = &tank_move_attack_strike;
		self->monsterinfo.aiflags &= ~AI_BRUTAL;
		return;
	}

	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
	range = VectorLength (vec);

	r = random();

	if (range <= 125)
	{
		if (r < 0.4)
			self->monsterinfo.currentmove = &tank_move_attack_chain;
		else 
			self->monsterinfo.currentmove = &tank_move_attack_blast;
	}
	else if (range <= 250)
	{
		if (r < 0.5)
			self->monsterinfo.currentmove = &tank_move_attack_chain;
		else
			self->monsterinfo.currentmove = &tank_move_attack_blast;
	}
	else
	{
		if (r < 0.33)
			self->monsterinfo.currentmove = &tank_move_attack_chain;
		else if (r < 0.66)
		{
			self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
			self->pain_debounce_time = level.time + 5.0;	// no pain for a while
		}
		else
			self->monsterinfo.currentmove = &tank_move_attack_blast;
	}
}


//
// death
//

void tank_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -16);
	VectorSet (self->maxs, 16, 16, -0);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
}

mframe_t tank_frames_death1 [] =
{
	ai_move, -7,  NULL,
	ai_move, -2,  NULL,
	ai_move, -2,  NULL,
	ai_move, 1,   NULL,
	ai_move, 3,   NULL,
	ai_move, 6,   NULL,
	ai_move, 1,   NULL,
	ai_move, 1,   NULL,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -2,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -3,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -4,  NULL,
	ai_move, -6,  NULL,
	ai_move, -4,  NULL,
	ai_move, -5,  NULL,
	ai_move, -7,  NULL,
	ai_move, -15, tank_thud,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t	tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};

void tank_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	int		n;

// check for gib
	if (self->health <= self->gib_health)
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 1 /*4*/; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		for (n= 0; n < 4; n++)
			ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
		ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
		ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
		return;

// regular death
	gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	self->monsterinfo.currentmove = &tank_move_death;
	
}


//
// monster_tank
//

/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
	VectorSet (self->mins, -32, -32, -16);
	VectorSet (self->maxs, 32, 32, 72);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_pain = gi.soundindex ("tank/tnkpain2.wav");
	sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
	sound_idle = gi.soundindex ("tank/tnkidle1.wav");
	sound_die = gi.soundindex ("tank/death.wav");
	sound_step = gi.soundindex ("tank/step.wav");
	sound_windup = gi.soundindex ("tank/tnkatck4.wav");
	sound_strike = gi.soundindex ("tank/tnkatck5.wav");
	sound_sight = gi.soundindex ("tank/sight1.wav");

	gi.soundindex ("tank/tnkatck1.wav");
	gi.soundindex ("tank/tnkatk2a.wav");
	gi.soundindex ("tank/tnkatk2b.wav");
	gi.soundindex ("tank/tnkatk2c.wav");
	gi.soundindex ("tank/tnkatk2d.wav");
	gi.soundindex ("tank/tnkatk2e.wav");
	gi.soundindex ("tank/tnkatck3.wav");

	if (strcmp(self->classname, "monster_tank_commander") == 0)
	{
		self->health = 1000;
		self->gib_health = -225;
	}
	else
	{
		self->health = 750;
		self->gib_health = -200;
	}

	self->mass = 500;

	self->pain = tank_pain;
	self->die = tank_die;
	self->monsterinfo.stand = tank_stand;
	self->monsterinfo.walk = tank_walk;
	self->monsterinfo.run = tank_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = tank_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = tank_sight;
	self->monsterinfo.idle = tank_idle;

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &tank_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);

	if (strcmp(self->classname, "monster_tank_commander") == 0)
		self->s.skinnum = 2;
}

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